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 Post subject: Re: Acid Moss
PostPosted: Tue Dec 01, 2015 6:02 pm 
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What on earth is with this devotion to Gatecreeper Vine??? Your not playing any gates nor are you running multiple colors. With Blisterpod, you can block a turn 1 play and turn 2 hold up Titan's Presence + Natural Connection OR turn 3 Mwonvuli Acid-Moss!

Also, the fact that you could also chump block with it and sac it to Evolutionary Leap to find a threat, produce mana, is insane to me.


Because gatekeeper works at times very well to prolong the short and mid games. Pretty obvious I think. Might not be the best but for people just shooting it works. Ramp does work too well in this game atm. I agree now I guess in the rank 20s.


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 Post subject: Re: Acid Moss
PostPosted: Tue Dec 01, 2015 6:56 pm 
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Gatecreeper Vine finds a land in a multicolor build, for 2 mana. 2 mana fixing is VERY important, since a lot of the important spells in other colors are 3 mana and you want to play them on turn 3, not turn 4 after a different ramp spell. If you aren't running anything like Radiant Flames, then yes, the value goes down.


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 Post subject: Re: Acid Moss
PostPosted: Tue Dec 01, 2015 8:31 pm 
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Gatecreeper Vine also makes the Blisterpod completely useless, because it's never gonna die or do something ;)


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 Post subject: Re: Acid Moss
PostPosted: Tue Dec 01, 2015 9:16 pm 
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So the argument is that Gatecreeper Vine is a 0/2 that eases the anxiety of not hitting your 3-mana spell in a ramp deck?

So your ramp decks all run 21-23 lands and not 24-26??????????????

I'd still rather play Blisterpod + Evolutionary Leap, at least with that play I can find a relevant thread plus RAMP instead of DRAWING more LANDS. At 2 mana, I prefer Elvish Visionary. You'd think it would be obsolete with Visionary in the same meta...

Still think you folks play it because Hakeem plays it in Control... :bored:


Last edited by InFaMoUsGeMiNi on Tue Dec 01, 2015 9:18 pm, edited 1 time in total.

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 Post subject: Re: Acid Moss
PostPosted: Tue Dec 01, 2015 9:18 pm 
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BG control is the only deck I run it in unless I one day decide to make a 5 color gate deck which I wouldnt.

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 Post subject: Re: Acid Moss
PostPosted: Tue Dec 01, 2015 10:25 pm 
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Evoleap was pretty awesome in my Temur deck.

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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 12:00 am 
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So the argument is that Gatecreeper Vine is a 0/2 that eases the anxiety of not hitting your 3-mana spell in a ramp deck?

So your ramp decks all run 21-23 lands and not 24-26??????????????

I'd still rather play Blisterpod + Evolutionary Leap, at least with that play I can find a relevant thread plus RAMP instead of DRAWING more LANDS. At 2 mana, I prefer Elvish Visionary. You'd think it would be obsolete with Visionary in the same meta...

Still think you folks play it because Hakeem plays it in Control... :bored:

Do you mulligan until you hit Natural Connection? There's no guarantee to draw that thing and 3-colour decks really need the early fix.
I can keep a 2 lander with a Gatecreeper. Doing the same with a Visionary is a gamble and even if you get the land, there's no guarantee you get the one you need.
I prefer it over Evolving Wilds in decks that need to buy time against aggro.


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 12:02 pm 
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Looks like u/Wizards_Chris has made a statement on Acid-Moss:

Much like with paper Magic, our design team is monitoring the health of the Duels landscape and the kinds of card interactions we're all seeing within the game. I know that Mwonvuli Acid-Moss is a card that's generated discussion within the community and on the Duels team itself. We're continuing to take in feedback from all of the players out there (and the many many many games they're playing), and we'll see if in the future cards like Acid-Moss need to be addressed for the health of the game.
tl;dr, no promises for immediate change to the card pool, but we're keeping an eye on things for the future.

https://www.reddit.com/r/magicduels/com ... diversity/

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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 12:26 pm 
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I can't wait for the card to get removed and ramp decks to still be destroying control decks anyways.


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 1:54 pm 
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Regarding Mwonvuli Acid-Moss... I don't see how or why it wouldn't get played. I've been on this card's fan list from the very beginning. It's slow, but it's what green card advantage looks like at it's very best.

Just be glad Into the Maw of Hell doesn't hit any of the big boys. If it did, LD would be out of control, IMO.


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 2:01 pm 
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It's not extremely good card advantage vs any deck that doesn't need to hit 5 mana. The real problem is that people aren't consistently trying to make those.


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 2:07 pm 
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mjack33 wrote:
It's not extremely good card advantage vs any deck that doesn't need to hit 5 mana. The real problem is that people aren't consistently trying to make those.


Do we even have a t4 goldfish at this time? If we do, we should be talking about it in here. How do we kill ramp before ramp gets control of the field? I don't think RDW can do it - at least not consistently. Although, Touch of the Void should have helped RDW and RX aggro decks a ton - so maybe I'm wrong. It's a 4X in any deck I'd build that has an aggressive stance.

I've also been pitching the Simic/Azorious aggro control option - but I'm not sure anyone is taking me seriously.


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 2:10 pm 
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Not with that grammar.


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 2:10 pm 
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We have some turn 4 goldfishes with mono :w: and :w::r:.


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 2:12 pm 
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Not with that grammar.


heh, you can kiss my grammatically incorrect butt. :p

mjack33 wrote:
We have some turn 4 goldfishes with mono :w: and :w::r:.


What are they? (I don't have the cards to tinker with at this time).


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 2:22 pm 
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A very simple one from vanilla is:

Turn 1 2/1
Turn 2 2 - 2/1's Attack for 2.
Turn 3 Pump attack by 2 with the , Attack for 12.
Turn 4 Similar. We've done 26 damage and they are dead. A turn 1 Jaddi Offshoot reduces this to 21 - whatever they heal, but a turn 5 goldfish is still reasonable given this case.

Replacing the 2 creatures on turn 2 with 1/1's, we still do 22 damage, meaning :w: and pretty much any other color combo can do this. This ignores "landfall aggro", other pumps, and stuff that make a turn 5 goldfish reasonable (turn 6? with some opposing life gain).


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 2:25 pm 
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Finally had time to grind out from 25 to 40 over the weekend and although I am currently playing a deck with Acid Moss in it, I really haven't found the ramp decks to be as ubiquitous as some posts have made it seem. I have actually played against more B/G sac decks and U/G/x control or tempo decks than ramp decks.

The ramp decks are definitely strong, and Acid Moss is an especially unfun card to play against if you are running a greedy mana base or don't draw enough lands.

Not sure that this one card is so meta defining as to warrant this much salt though. If anything, I'd say the life gain, especially Jadi Offshoot, is much more of an enabler for the Eldrazi ramp deck. Offshoot completely nullifies most aggro strategies. It blocks 2/* or smaller creatures from attacking and the life gain slows aggro down. An aggro deck that could goldfish on turn 5 or 6 now can't kill until turn 7 or 8 (or later), and that's more than enough time for the ramp deck to take control of the game.


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 2:34 pm 
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mjack33 wrote:
A very simple one from vanilla is:

Turn 1 2/1
Turn 2 2 - 2/1's Attack for 2.
Turn 3 Pump attack by 2 with the , Attack for 12.
Turn 4 Similar. We've done 26 damage and they are dead. A turn 1 Jaddi Offshoot reduces this to 21 - whatever they heal, but a turn 5 goldfish is still reasonable given this case.

Replacing the 2 creatures on turn 2 with 1/1's, we still do 22 damage, meaning :w: and pretty much any other color combo can do this. This ignores "landfall aggro", other pumps, and stuff that make a turn 5 goldfish reasonable (turn 6? with some opposing life gain).


I don't think it's believable. No way you're overcoming life gain with that deck. You might get a lucky blow out, but that's going to be 1 in 20 in that matchup.

Basically, the META needs a strong control deck in order to beat ramp, IMO.


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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 5:11 pm 
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DJ0045 wrote:
mjack33 wrote:
A very simple one from vanilla is:

Turn 1 2/1
Turn 2 2 - 2/1's Attack for 2.
Turn 3 Pump attack by 2 with the , Attack for 12.
Turn 4 Similar. We've done 26 damage and they are dead. A turn 1 Jaddi Offshoot reduces this to 21 - whatever they heal, but a turn 5 goldfish is still reasonable given this case.

Replacing the 2 creatures on turn 2 with 1/1's, we still do 22 damage, meaning :w: and pretty much any other color combo can do this. This ignores "landfall aggro", other pumps, and stuff that make a turn 5 goldfish reasonable (turn 6? with some opposing life gain).


I don't think it's believable. No way you're overcoming life gain with that deck. You might get a lucky blow out, but that's going to be 1 in 20 in that matchup.

Basically, the META needs a strong control deck in order to beat ramp, IMO.


Ramp has all the tools it needs to beat Control. It's a deck that does nothing but setup until turn 4/5. The correct counter to that is good ol' aggro, and that's what we're lacking.

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 Post subject: Re: Acid Moss
PostPosted: Wed Dec 02, 2015 5:21 pm 
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I personally rarely run into Acid-Moss ramp decks on Steam, and as I said before it's rarely a card that makes or breaks the match for me. It's not like it's Acidic Slime or anything, which would definitely be a format breaker.


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